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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#459769
06/03/16 14:47
06/03/16 14:47
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Joined: Dec 2011
Posts: 1,823
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Working on a simple Player introduction like in SEGA's Zombie Revenge. The player grin ...dope! , ah I see someone else bought that pack with the cop model too . It suits well. Had a hard time with game_load and save, neve seen that much random Errors. Never use them again, thats for sure. Now every single while is controlled from a Kind of master Level-switcher / reloader. Worked days on working level switch and restart function. , gameload and gamesave are only good for saving vars, gameoptions, strings etc. I think. Saving a whole level is just to annoying with all the bugs that can sneak past your strained eyes.
Last edited by Reconnoiter; 06/03/16 14:55.
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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#459777
06/03/16 22:52
06/03/16 22:52
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Joined: Dec 2011
Posts: 1,823 Netherlands
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Headshots are nice. Would be cool to sometimes let the neck/head part spray lots of blood on a headshot. What did you use to check if it is a headshot? Dont use game_save/load at all...really. , its faster than making a whole function to save your gameoptions.
Last edited by Reconnoiter; 06/03/16 22:54.
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Re: rayp's old school fast non-shader FPS project
[Re: Reconnoiter]
#459778
06/03/16 23:33
06/03/16 23:33
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Would be cool to sometimes let the neck/head part spray lots of blood on a headshot Already done? When head is gone it sprays. Something fleshy is still missing hitvertex with hit.z check. Then ent_morph (no v_mask or somethng). BTW, iam using cloned animations (some blood decals wont fit 100% cause of a bug but i dont care right now, else Nexus grows too much) game_save/load: It maybe faster, but it just isnt working correct. edit: Some small update, more gore (still WIP) Like said, when head explodes they perform the running animation while blood spreads, then they fall down.
Last edited by rayp; 06/04/16 01:46.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#459784
06/04/16 09:09
06/04/16 09:09
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Posts: 1,823
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Moar gore, always nice hitvertex with hit.z check. Then ent_morph (no v_mask or somethng). BTW, iam using cloned animations (some blood decals wont fit 100% cause of a bug but i dont care right now, else Nexus grows too much) , nice
Last edited by Reconnoiter; 06/04/16 09:09.
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Re: rayp's old school fast non-shader FPS project
[Re: Realspawn]
#459811
06/07/16 14:18
06/07/16 14:18
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Thank you guys. Zombies now randomly stop at dead Bodys to eat a bit ...if they find a deadbody the go on their knees and start eating. The shot does not show it very well, will upload some vids soon. And the corpse i used to test is invisible atm: Later playe can drop flesh to force Zombies walking there. Greets
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's old school fast non-shader FPS project
[Re: exile]
#459815
06/07/16 16:20
06/07/16 16:20
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Joined: Jul 2008
Posts: 2,107
Germany
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Thanks for your ideas and the feedback. The concept is get from a to b, kill as much as u can (and want) making score. So its a massacre that never ends with some small quests between. For now. Some points ill overtake from your points. I would say its a bit like Hollywood Holocaust ^^ Focus on moving and killing. many options but can become overrun very quickly So its feels right now when playing edit: And those more advanced mechanics like noices that attract Zombies etc ive done in the frozen ShadeC evo Project (first page the shot) but this Project is just fun-arcade based, simple. One thing i want to mention already about using world2 kill Zombies. Try to wait behind fires, then they start2 burn and die quicker (or through the fire). ^^ Update: Added gas / smoke areas where u need to put on a gasmask ( for example near heavy fires ) Wanted to Show a Video i just made. Its WIP from the ShadeC EVO Project. U can see how Sound is a part of gameplay there. Like you mentioned above. If alert is on Player must hack a electro device. Flashlight-draw/light-tex, Level and things are not in this Video. Path is not good, spawned Zombie stucks on door etc...WIP. If someone interested in i could make more vids without those optic "Errors". Sound / world interaction https://youtu.be/l5q957sO1WMAnd you can see "interaction with Zombies" is much more intense They grab you and you must shake the mouse. Ive to say, i really love this script https://youtu.be/a6QxJaqmCsMWell this was some totally different style of game like the "Simply Dead" Project edit: Just adding some hud models / view entitys for the weapons ( they turn on pan ). Maybe ill add a Player head looking around like in wolfenstein 3d
Last edited by rayp; 06/07/16 18:41.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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